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The Inner World (2013)
Game
Released
The menu's help follows a branch from a broad clue towards explicit instructions, so you can stop as soon as a connection becomes yours to make. You do not have to travel to an in-world helper or buy a guide. That makes the strange rules of Asposia easier to enjoy in small sessions. Some inventory associations are very fanciful, so help may be needed more often than in a gentler adventure. Choose this first game before The Last Wind Monk.
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